Ekubus

Piendy Slurb's page

21 posts. Alias of BinkyBo.


Classes/Levels

Bilge Pump Operator

About Piendy Slurb

N Small outsider (water) (infected)
Init +6; Senses darkvision 60 ft.; Perception +6

AC 17(18), touch 14, flat-footed 14(15) (+2 Dex, +1 dodge, +3(+4) natural, +1 size)
hp 19 (3d10+3); fast healing 2 (works only while underwater)
Fort +2, Ref +5, Will +3
DR 5/magic

Speed 30 ft., swim 30 ft.
Melee 2 claws +5 (1d3+1)
+free grab with two claws +9(maintain grapple = drain vitality 1d4 cha damage/rd)
Special Attacks breath weapon (15-foot cone, effect based on type, Reflex DC 13 for half)
Spell-Like Abilities (CL 6th)
1/day—summon (level 2, 1 mephit of the same type 25%), acid arrow 1/hour, stinking cloud 1/day (DC 15)

Str 13(15), Dex 15, Con 12, Int 6, Wis 11, Cha 14(18)
Base Atk +3(+4); CMB +3(+4); CMD 15(16)
Feats Dodge, Improved Initiative
Skills Bluff +8, Fly +10, Perception +6, Stealth +12
Languages Common, one appropriate elemental language (Aquan, Auran, Ignan, or Terran)

Breath Weapon (Su)
Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.
The breath weapon of a water mephit is a cone of acid that deals 1d8 acid damage.

Possess Drained Victim: As a full-round action, Piendy can attempt to take control of a charisma-drained living creature's body, as the spell magic jar (caster level 10th), except that it does not require a receptacle. The target can resist the attack with a successful Will save. A creature that successfully saves is immune to that same attack for 24 hours. If a creature fails its save, its consciousness and control of its body are subsumed as Piendy takes command of its body. He can remain in control for a number of hours equal to its Charisma modifier or until it decides to end the possession. Whenever the possession ends or the host body is killed, Piendy's consciousness instantly returns to its body, regardless of distance, so long as it remains on the same plane. If Piendy's body has been destroyed or moved to another plane, his consciousness is destroyed when the possession ends. While possessing another creature, Piendy's body is empty and vulnerable - usually clamped to the host shoulder, though he is instantly aware if his body is disturbed or takes damage.
.......

TD:
Skald 1/ Hunter(packmaster)6
Str 14, Dex 13, Con 12, Int 8, Wis 14, Cha 14
AC 19, tch 12, ff 17; HP 55

Fort+8, Ref+6, Will+6
CMB+6, CMD 18

Toughness, Dodge, Intimidating Prowess,
Enforcer, Extra Performance, Outflank+

Wild Empathy (+8)
Track (+3)

Performance 8rds/day

+1 Hide Armor
+2 Amulet of Natural Armor
Haunted Fey ring - DR1/cold iron, +2 Intimidate, -2 saves vs fear.
TD's Crop - Wand of Wartrain Mount CL3 32 charges
0-Lullaby, Spark, Unwitting Ally, Sift.
1-Horn of Pursuit

0-Create Water, Purify Food and Drink, Guidance, Stabilize, Detect Poison, Detect Magic.
1-Charm Animal, Call Animal, Speak with Animals, Shillelagh.
2-Barkskin, Animal Purpose Training, Endure Elements Communal, Wood Shape.

Arr ruff and Ruff ruff
Sarusan Wolves 3HD Medium animal
Str 14, Dex 14, Con 12, Int 2, Wis 13, Cha 7
AC 15 tch13 ff12; HP 21
bite +4(1d4+4) (bonus of +4 when flanking)

Fort+5 Ref+5 Will+2
CMB+5, CMD 17

Low-light Vision, Powerful Jaws
Power Attack(included), Step Up.

Pumacat
Lynx 3HD medium animal
Init +4; Senses low-light vision, scent; Perception +5
AC 16, touch 14, flat-footed 12 (+4 Dex, +2 natural)
hp 36
Fort +6, Ref +7, Will +3

Speed 30 ft., climb 20 ft.
Melee bite +7 (1d6+3 plus grab), 2 claws +7 (1d3+3)
Special Attacks pounce, rake (2 claws +6, 1d3+3)

Str 16, Dex 19, Con 15, Int 2, Wis 13, Cha 6
Base Atk +2; CMB +5 (+9 grapple); CMD 19 (23 vs. trip)

Feats Skill Focus (Stealth), Weapon Finesse

Skills Acrobatics +8, Climb +11, Perception +5, Stealth +11 (+15 in undergrowth);
Racial Modifiers +4 on Stealth in undergrowth


NG Medium Humanoid Fighter
Init +2; Senses Perception +1
--------------------
AC 17, touch 12, flat-footed 14 (+2 Dex, +4 armor, +1 shield)
hp 40
Fort +5, Ref +3, Will +2;
--------------------
Str 15, Dex 15, Con 12, Int 10, Wis 12, Cha 9
Base Atk +5; CMB +7; CMD 19
Speed 30 ft.
--------------------
Melee
Klar +9 (1d6+2)
-or (two weapon fighting)
Net (10'reach) +6 vs touch (entangled) + Klar +7(1d6+2)
-or (if foe is entangled)-
Klar +9(1d10+4)
Skills + languages:

+8 Climb 3(+3,+2)
+6 Heal 2(+3,+1)
+6 Survival 2(+3,+1)
+8 Swim 3(+3,+2)

Languages: Common.

1Fey Foundling: Whenever you receive magical healing, you heal an
additional 2 points per die rolled. You gain a +2 bonus on all saving
throws against death effects. Unfortunately, you also suffer +1 point
of damage from cold iron weapons (although you can wield cold iron
weapons without significant discomfort).
Improved Shield Bash (bonus 1)
1Exotic Weapon Proficiency (net)
Two Weapon Fighting (bonus 2)
Weapon Focus - Klar (bonus 4)
3Net Adept: You can treat a net as a one-handed melee reach
weapon with a 10-foot reach. Further, you take no penalty on melee
attack rolls for using an unfolded net, and you can use one full-round
action or two move actions to fold a net.
5Net and Trident (bonus): You can treat a net as a one-handed
ranged weapon, allowing you to wield a light or one-handed melee weapon
and still make ranged attacks with your net. When you use your light
or one-handed melee weapon to attack an entangled opponent, you gain a
+2 bonus on damage rolls and on attack rolls to confirm a critical hit.

Gear: Mwk Ironwood Klar, +1 Manticore Mane Net, +1 Studded Leather,
Fur Cloak of Theft Detection, Mother's Mask.
Potion Belt: Cure Light Wounds (3), Bull's Strength (2).

Net Rules :
When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell.

An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.

A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a non-proficient one to do so.

Mother's Mask:

The mask grants the wearer the scent ability, but she can use it only
to sense creatures "in heat". Each type and species of creature has
its own scent, granting the wearer a +4 competence bonus on checks made
to identify the creature.

[spoiler=Bovis and Moegan]
Bovis
Human commoner 2/rogue 2
CG Medium humanoid (human)
Init +2; Senses Perception +5

AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 19 (4 HD; 2d6+2d8+4)
Fort +4, Ref +5, Will +1

Speed 30 ft.
Melee knife +2 (1d4)
Ranged rifle +5 (1d8/×3)

Str 11, Dex 15, Con 12, Int 10, Wis 10, Cha 8
Base Atk +2; CMB +2; CMD 14
Feats Point-Blank Shot, Far Shot, Skill Focus (Stealth)
Skills Acrobatics +3, Craft (bows) +4, Knowledge (local) +3, Perception +5, Profession (farmer) +6, Stealth +5, Survival +3
Languages Common
Combat Gear Leather Armor, Sniper Rifle, Combat Dagger; Other Gear:
Rations (7), Canteen, Steel Ammo (20 rounds).

Moegan
Jurakti commoner 3/warrior 1
CG Medium humanoid (Jurak)
Init +2; Senses Perception +5

DEFENSE

AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 23 (4 HD; 3d6+1d10+8)
Fort +5, Ref +4, Will +1

OFFENSE

Speed 30 ft.
Melee knife +2 (1d6)
Ranged pistol +3 (1d8/×3)

STATISTICS

Str 13, Dex 12, Con 14, Int 15, Wis 11, Cha 8
Base Atk +2; CMB +3; CMD 14
Feats Ace Pilot, Skill Focus (Know Mechanical), Skill Focus (Know Engineering)
Skills Acrobatics +3, Disable Device +4, Knowledge (local) +3,
Knowledge (engineering) +6, Knowledge (mechanical) +6 Perception +5,
Profession (sailor) +6, Survival +3
Languages West Common, East Common, Jurakti
Combat Gear: Leather Armor, Pistol, Combat Knife; Other Gear: Rations (7),
Canteen, 10 rounds.